REVIEWED: example: Compute shader Game-of-life
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51
examples/others/resources/shaders/glsl430/gol_transfert.glsl
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examples/others/resources/shaders/glsl430/gol_transfert.glsl
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#version 430
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// Game of life transfert shader
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#define GOL_WIDTH 768
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// Game Of Life Update Command
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// NOTE: matches the structure defined on main program
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struct GolUpdateCmd {
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uint x; // x coordinate of the gol command
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uint y; // y coordinate of the gol command
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uint w; // width of the filled zone
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uint enabled; // whether to enable or disable zone
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};
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// Local compute unit size
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layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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// Output game of life grid buffer
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layout(std430, binding = 1) buffer golBufferLayout
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{
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uint golBuffer[]; // golBuffer[x, y] = golBuffer[x + GOL_WIDTH * y]
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};
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// Command buffer
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layout(std430, binding = 3) readonly restrict buffer golUpdateLayout
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{
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uint count;
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GolUpdateCmd commands[];
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};
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#define isInside(x, y) (((x) >= 0) && ((y) >= 0) && ((x) < GOL_WIDTH) && ((y) < GOL_WIDTH))
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#define getBufferIndex(x, y) ((x) + GOL_WIDTH * (y))
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void main()
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{
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uint cmdIndex = gl_GlobalInvocationID.x;
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GolUpdateCmd cmd = commands[cmdIndex];
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for (uint x = cmd.x; x < (cmd.x + cmd.w); x++)
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{
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for (uint y = cmd.y; y < (cmd.y + cmd.w); y++)
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{
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if (isInside(x, y))
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{
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if (cmd.enabled != 0) atomicOr(golBuffer[getBufferIndex(x, y)], 1);
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else atomicAnd(golBuffer[getBufferIndex(x, y)], 0);
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}
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}
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}
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}
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